Overview

Shame House Dun'Robar into leaving the Drow alliance that waged war on Eveningstar. A powerful illusion-spell cast by the War Wizards will disguise you once you enter the house in Sschindylryn in the Underdark, so you can commit the sabotage in the appearance of a Drow. The Underdark can be accessed through Eveningstar Cavern. Sschindylryn can be entered far south of the entry portal and high above the cavern floor.

Known Traps

Several Spell Wards, in some halls and near sword racks; Search/Spot required: ♣(?)Solo/Casual♦(?)Normal♥47Hard♠58Elite

Trap on the levers leading to Jyr Dun'Robar's room; control panel on the floor in front of the barrier. Considerably lower Search DC than the wards on all levels.

Tips and Misc

The only required kill here is the High Battlemaster, making this quest a fast XP/loot run. Sending someone with Dimension Door to get the Sword Rack while the party waits at the bell greatly shortens completion times.

Dragging active enemies back to the main room allows all of the mobs on the floor that are fighting each other to activate as well. This must be performed before the Apply the Ichor to the Battlemaster's Sword Rack objective. Once completed, the enemies on the main room floor disappear.

There are two levers by the secret door to Jyr Dun'Robar's room; the DM will remark one is "less tarnished with use" when you stand in front of it - this one will do nothing but trigger traps.

A hire can be used to apply the ichor to the Battlemaster's rack with the player down the hall and then dismissed, to avoid that fight.

A trapper can disable the three traps in the passageway between the Battlemaster's Quarters and where he spawns overlooking the Arena; this will require fighting at least two guards (as one set of doors can't be opened without alerting them), but after applying the ichor and gathering by the bell, most of the party can wait up the hall while one person stays by the bell. When ready, the person by the bell can ring it and scamper down the hall, while the rest of the party ranges the Battlemaster from up the hallway. This will draw his attention without alerting any of the other drow in the room. This can also be done solo with sufficient stealth; just make sure to open all the doors along your path first!

Drow X of the Weapon Master - +6 Weapons with a +1 Expanded critical threat, Triple base weapon damage (3W), MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18. and One Random Tactics Bonus (Exceptional Combat Mastery +5, Shatter +10Shatter +10: This effect gives a +10 enhancement bonus to the DC to resist the character's Sunder and Improved sunder attempts., Stunning +10Stunning +10: Gives +10 to the DC of any Stunning Blow attempts made with that weapon. This weapon also has a 3% chance on-hit to make DC 33 fortitude check to stun the monster., Vertigo +10 Vertigo +10: This effect gives a +10 Enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts. or Tendon Slice +10). These are named items, and thus cannot be Cannith crafted. [ML:21,BtCoE] (End chest)